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from colors import *
from game_over_display import GameOverDisplay
from particle import Particles
from platform import Platform, PlatformManager
from player import Player
from setup import *
from wall import Wall, WallManager
SAVE_FILENAME = "score.txt"
TEST_FILENAME = "test.txt"
class Game:
colors = (
(COLOR_WHITE, COLOR_BLACK),
(COLOR_LIGHT_PINK, COLOR_BLACK),
(COLOR_LIGHT_BLUE, COLOR_BLACK),
(COLOR_LIGHT_YELLOW, COLOR_BLACK),
(COLOR_ORANGE, COLOR_WHITE),
(COLOR_OFF_RED, COLOR_WHITE),
(COLOR_PURPLE, COLOR_WHITE),
(COLOR_DARK_BLUE, COLOR_WHITE),
(COLOR_BLACK, COLOR_YELLOW),
(COLOR_BLACK, COLOR_RED),
(COLOR_WHITE, COLOR_RED))
color_switch_interval = 250
camera_acceleration = 0.0000025
camera_deceleration = 0.001
jump_power_increase_rate = 0.000005
distance_per_score = 20
cushion = SCREEN_HEIGHT / 4
def __init__(self):
self.platform_manager = PlatformManager()
self.wall_manager = WallManager()
self.color_index = 0
self.color_palette = ColorPalette(self.colors[self.color_index][0],
self.colors[self.color_index][1])
self.y_offset = 0
self.camera_x = 0
self.camera_speed = 0.2
self.player = Player(SCREEN_WIDTH / 4 - 25 / 2, 100)
self.particle = Particles()
self.score = 0
self.game_over = False
self.game_over_display = None
self.level = [100]
def set_best_score(self):
f = open(SAVE_FILENAME, "w+")
f.write(str(self.score))
f.close()
def set_level_data(self):
f = open(TEST_FILENAME, "w+")
f.write(str(self.level[1]))
f.close()
def get_best_score(self):
try:
f = open(SAVE_FILENAME, "r")
score = int(f.read())
f.close()
return score
except FileNotFoundError:
return 0
def get_level_data(self):
try:
f = open(TEST_FILENAME, "r")
self.level.append(int(f.read()))
f.close()
return self.level
except FileNotFoundError:
return 0
def update_colors(self, delta_time):
self.color_palette.update(delta_time)
if (self.color_index + 1) * self.color_switch_interval <= self.score:
self.color_index += 1
color_index_mod = self.color_index % len(self.colors)
self.color_palette = ColorPalette(self.colors[color_index_mod][0],
self.colors[color_index_mod][1],
self.color_palette)
Player.color = self.color_palette.get_accent_color()
Platform.color = self.color_palette.get_accent_color()
Wall.color = self.color_palette.get_accent_color()
def update_camera_position(self, delta_time):
self.camera_x -= self.camera_speed * delta_time
self.player.position.x += self.camera_speed * delta_time
self.y_offset = -self.player.position.y + SCREEN_HEIGHT / 2 - self.player.height / 2
def update_score(self):
self.score = max(self.score, int(self.player.position.x / self.distance_per_score))
def on_game_end(self):
best_score = self.get_best_score()
if self.score > best_score:
best_score = self.score
self.set_best_score()
self.game_over_display = GameOverDisplay(self.score, best_score)
self.game_over = True
self.particle.add_particles('c', 1500)
for i in range(10):
self.particle.add_particles('r', 1000)
self.camera_speed = 0
def update(self, delta_time):
self.player.update(delta_time)
self.player.resolve_platform_collisions(delta_time, self.platform_manager.platforms)
self.player.resolve_wall_collisions(delta_time, self.wall_manager.walls)
if self.game_over and self.game_over_display is not None:
self.game_over_display.update()
self.particle.update(delta_time)
elif self.player.dead:
self.on_game_end()
else:
self.update_score()
self.update_camera_position(delta_time)
self.update_colors(delta_time)
for event in pygame.event.get():
if event.type == pygame.QUIT:
return COMMAND_EXIT
if self.game_over:
if self.game_over_display.update(delta_time):
return COMMAND_START
pressed = pygame.key.get_pressed()
if pressed[pygame.K_SPACE]:
self.player.jump()
if pressed[pygame.MOUSEBUTTONDOWN]:
self.player.jump()
self.platform_manager.update(self.camera_x)
self.wall_manager.update(self.camera_x)
self.particle.update(delta_time)
def draw(self, screen):
screen.fill(self.color_palette.get_primary_color())
self.draw_score(screen)
self.particle.draw(screen, SCREEN_WIDTH / 4, self.player.position.y + self.player.height / 2 + self.y_offset)
self.player.draw(screen, self.y_offset)
self.platform_manager.draw(screen, self.camera_x, self.y_offset)
self.wall_manager.draw(screen, self.camera_x, self.y_offset)
if self.game_over_display is not None:
self.game_over_display.draw(screen)
def draw_score(self, screen):
text_font = FONT_TINY
text_color = self.color_palette.get_text_color()
position_x, position_y = SCREEN_WIDTH/2, 0
text_surface = text_font.render(str(int(100*self.score/self.get_best_score())) + '%', True, text_color)
top_left = (position_x-text_surface.get_width()/2, position_y)
text_surface.set_alpha(int(255 * 0.25))
screen.blit(text_surface, top_left)
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